Parallax Occlusion mapping appears to only scale UVs

Hello!

I’m attempting to create an environment with the Star Citizen workflow (POM deferred decals, tiling textures, and weighted normals). However, as many POM tutorials I have been through and recreated their materials exactly, I don’t get any sort of depth when I try it. It seems to simply scale the UVs (shown in attached .gif).


q2

Side question, does anyone know if UE5 has implemented selective channel opacity for decals similar to Cry Engine (that is, overlay a normal in some areas while only overlaying color in other areas. I’m aware of the decal response that must be set on the target surface material, but that doesn’t quite do it as needed. I assume this is a no since I have searched pretty extensively, but figured I would ask while I’m here.

You need to use a V4 to indicate which channel of your height map texture to use.

As for the second question, yes you can achieve that in the custom material response. Because you can sample color, normal and roughness independently and selectively mask them out I see no reason it can’t do what you’re describing.

Sweet, thanks! I’ll give that a shot. As far as the opacity masking, I assume that would be done with the applyDBuffer node and the DBufferA nodes? I came across that at some point in my search but didn’t really understand it. Either way, thanks!

You don’t need the ApplyDBuffer nodes, just the DBufferTexture node. Make sure to set the in-material DBuffer Response to “none” if you want to customize all buffers.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.